Control Water
Level 4 Transmutation
Magic School
Casting Time
1 action
V, S, M
300 ft
Up to 10 minutes
You control any freestanding water inside a cube up to 100' on each side. You can choose from any of the following effects when you cast this spell.

Flood. The water level in the area rises by 20'. Huge or smaller craft have a 25% chance of capsizing.
Part Water. Water in the area to moves apart and creates a trench, forming a wall to either side.
Redirect Flow. You cause flowing water in the area to move in a direction you choose.
Whirlpool. You cause a whirlpool to form. Any creature/object in the water and within 25' of the vortex is pulled 10' toward it. A creature can swim away from by making a Str (Athletics) check against your spell save DC. On a failed save, upon entering the vortex the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. A successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex, but has disadvantage on the Str (Athletics) check to do so. See PHB for more info.
Verbal Components
Material Component: a drop of water and a pinch of dust
Verbal Components
Verbal Component: Tempero Corpus di Aqua
Verbal Components
Verbal Component (Alternative): By mystical power, reality I alter, with these words I control this water.
Cleric, Druid, Wizard, Rogue

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